uniform sampler2D top_tex_in; uniform sampler2D bottom_tex_in; uniform vec2 resolution_in; varying vec2 ove_texcoord; void main() { float y_pixel = floor(ove_texcoord.y * resolution_in.y); if (mod(y_pixel, 2.0) == 0.0) { gl_FragColor = texture2D(top_tex_in, ove_texcoord); } else { gl_FragColor = texture2D(bottom_tex_in, ove_texcoord); } }